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Magic item traders, cursed items, and hapless buyers or shoplifters
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<blockquote data-quote="greg kaye" data-source="post: 9034183" data-attributes="member: 7030543"><p>and regarding properties that can be empowered from items without attunement, you can get to know the specs over a short rest:</p><p></p><p>In basic rules, part 4, DM's tools/chap 14: Magic Items/Using a magic item, also DMG, chap 7: Treasure, Magic Items/Identifying a magic item, it says:</p><p></p><p>it says:</p><p>... The identify spell is the fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a<strong> short rest</strong>, while being in physical contact with the item. <strong>At the end of the rest, the character learns the item’s properties, as well as how to use them</strong>. Potions are an exception; a little taste is enough to tell the taster what the potion does.</p><p></p><p>In most potential campaign settings I wouldn't think it would be worth a starting wizard having identify as one of the initial six spells though a wizard might certainly be eager to get a copy at a later stage, artificers can just take any spell on their list as needed but I doubt that many bards would opt for identify as one of their few known spells.</p><p></p><p></p><p>That's a great point. Oddly Xanathar's Guide, as far as I know, doesn't have rules for items developing flaws in this way.</p><p>In the OP I conjectured that:</p><p></p><p>At a more major scale, The One Ring can be accounted for in this way and what might be features to one may be considered as flaws to another.</p><p>While a cursed item that could be used to trap an unwary thief could be anything that couldn't be removed, an item that could truly "curse" the thief could be (I'm making this up) the fortune ring of honest dealing.</p><p></p><p>In general yes, but a merchant may sell cursed items if they could convince a sale to gain a profit (perhaps before relocating) or the buyers were acting/had acted like dicks and, perhaps due to ~recklessness, the seller thought they could get away with it.</p><p></p><p>But, as far as having an item to catch a thief, perhaps the shop keep could just have an adamantine ring that couldn't be removed (with locate object and similar awaiting to be used);</p><p>or, to curse a thief, something similar but with something like a simple prestidigitation magic to constantly alert others to the person's presence (or anything else that would have a parallel effect to exploding paint kept in bank vaults);</p><p>or, to kill a thief, to have an adamantine necklace or headband whose enlarge effect became inactive when at a distance from the shop and fastened in place.</p></blockquote><p></p>
[QUOTE="greg kaye, post: 9034183, member: 7030543"] and regarding properties that can be empowered from items without attunement, you can get to know the specs over a short rest: In basic rules, part 4, DM's tools/chap 14: Magic Items/Using a magic item, also DMG, chap 7: Treasure, Magic Items/Identifying a magic item, it says: it says: ... The identify spell is the fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a[B] short rest[/B], while being in physical contact with the item. [B]At the end of the rest, the character learns the item’s properties, as well as how to use them[/B]. Potions are an exception; a little taste is enough to tell the taster what the potion does. In most potential campaign settings I wouldn't think it would be worth a starting wizard having identify as one of the initial six spells though a wizard might certainly be eager to get a copy at a later stage, artificers can just take any spell on their list as needed but I doubt that many bards would opt for identify as one of their few known spells. That's a great point. Oddly Xanathar's Guide, as far as I know, doesn't have rules for items developing flaws in this way. In the OP I conjectured that: At a more major scale, The One Ring can be accounted for in this way and what might be features to one may be considered as flaws to another. While a cursed item that could be used to trap an unwary thief could be anything that couldn't be removed, an item that could truly "curse" the thief could be (I'm making this up) the fortune ring of honest dealing. In general yes, but a merchant may sell cursed items if they could convince a sale to gain a profit (perhaps before relocating) or the buyers were acting/had acted like dicks and, perhaps due to ~recklessness, the seller thought they could get away with it. But, as far as having an item to catch a thief, perhaps the shop keep could just have an adamantine ring that couldn't be removed (with locate object and similar awaiting to be used); or, to curse a thief, something similar but with something like a simple prestidigitation magic to constantly alert others to the person's presence (or anything else that would have a parallel effect to exploding paint kept in bank vaults); or, to kill a thief, to have an adamantine necklace or headband whose enlarge effect became inactive when at a distance from the shop and fastened in place. [/QUOTE]
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